News outlets published new articles and details about the upcoming Control Resonant today. No release date yet.
Playstation Blog
Xbox Wire
https://news.xbox.com/en-us/2026/03/04/control-resonant-combat-preview/
IGN:
https://www.ign.com/articles/control-resonant-first-look-preview-this-is-no-soulslike-its-faster
Gamesradar:
VGC
https://www.youtube.com/watch?v=ZwFXB2Z7hzo
Polygon
https://www.polygon.com/control-resonant-action-rpg-gameplay/
PC Gamer
Gamespot …
One thing that always fascinates me about game development is how the simplest-looking things are often the most fragile.
For example: animating an item in a character’s hand.
In theory, it’s just “attach the sword to the hand,” right? But in practice it involves rigging, bone hierarchies, pivot alignment, animation syncing, collision, physics, dynamic item swapping, different character states (running, jumping, attacking), and if you move the wrong thing by even 1cm… suddenly the item clips through the arm, rotates weirdly, or breaks every animation in the game.
And then there are doors.
Doors look like the most basic thing ever. Just open and close. But in games, doors are chaos.
A lot of games even use doors to mask area loading, and if you tweak the animation timing slightly, you can literally break the entire sequence.
So I’m curious: what’s the biggest structural “hack” or fragile system in games that most players would never suspect? That one thing that looks simple but …
After playing since launch, I’ve acquired quite the pile of keycards for all of the locked rooms for each map. Before going on my first expedition, I decided to use them all up to see what I could get. Some maps, like dam battlegrounds, I had multiple of the same key for and got to hit the rooms again in the next match. I also tried to make sure each map had some sort of weather effect to increase the chances of getting some good loot, but even then I was horrible disappointed.
After a little over a dozen rooms opened & looted, I began noticing that the loot was sub par, and not worth the risk of going to the hotspots that they’re usually located at. While there are lots of containers to loot, it feels like you’re not getting any extra rarity or chance for better drops. I got a total of 2 , one for extended medium mag and another for the toro which I already had. I did get a few pinks but still nothing extravagant or really worth all the trips to these rooms. Why go out of your …
Never been an explosives guy, but now i find myself carrying two stacks of these
I’ve seen quite a few posts and comments complaining about how the game becomes boring “drawer opening simulator” when you’re in the friendly lobbies.
I agree. I popped off the game after 300 hours because I was put into those friendly lobbies. It was great for doing trials but the game itself became a chore because of it. No more suspense or tension.
But… I have a solution for all of you with similar woes
Shoot people. Get out of those PvE lobbies. This prison is of your own making. There’s an entire world of people eager to have a fight.
AND
Those lobbies are not 100% KoS. Even when I went 100% KoS, the most I’ve encountered was a 50⁄50 split. People willing to fight and willing to be friends. That keeps the game interesting and currently I have no complaints.
I GOT IT ALL BACK LOL. didn’t even report him WE UP
Once I started looting I see why they all appeared to panic while we were attacking them.
I had no idea how bad the ABMM had segregated the playerbase 😭
>I shoot at a guy looting a locker, give him a second to react and possibly have a satisfying fight.
>he stares blankly at me until hes dead, doesnt take out his modded out renegade, nor his anvil, just accepts death immediately
>another player then walks into the same room, having heard gun shots echo throughout the halls of stella i assume this guys on the hunt for a fight, well me too!
>walks by the body, walks by me, standing by the body, loots the same fucking locker.
>naturally i again take a few popshots at him, he spins around to hit me with yet another fluoride stare, and after a few seconds, he emits a coy “dont shoot”
>his buddy runs into the room, neither fight me, both leave calmly. I felt too guilty shooting them in the back
Really has me missing the first 2 months of arc, where every match felt so varied and exciting.